Prince Charming is a pretty solid funnel. It is fairly short, but it gets the job done. The monsters are really tough, and we had a TFK (total funnel killed for a couple players), but the module has a nice way to generate new 0th level guys.
This is a fairytale based module, and you may or may not want to file off the serial numbers on some of the more overt markers of this (for instance, there is a guy literally named Prince Charming). There are a lot of unique items here, but you may want to modify or eliminate some of them. There is an orb that answers three questions each day and does other things too, for instance, and that may be a little powerful for 0th level characters. The items in one section cannot be taken by the players as the module is written, but I allowed the players to wish out a monkey's paw so they could wreck havoc upon themselves. The magic weapons are really strong. I immediately removed the magical pluses to attack and armor from them. I liked the item that didn't let anyone lie, but I wouldn't let them use it to find out meta information, maybe.
The prince was kinda silly, waiting for days at a time for the PCs to do their thing, and so I suggest trying a few things with him:
Remove player rations. They have to make their way back to the Prince's camp to replenish and report on their progress.
Have the prince spy on events with a magic falcon. Falconry is an expensive hobby, so it fits.
Give the prince a strange henchman that follows the party. The henchman doesn't talk, moves slowly, and never seems to die.
Provide the PCs with a couple hunting hounds. Because of how fun dogs can be in this module.
The church of Justicia was a nice touch to inject some DCC mythology into the setting. I would have placed a couple related gods and/or saints in her church, though. Also, a table for players to roll unresolved sins on would have been cool.
One of the nicer things about the module is that it brings a new patron for players to try out too. Nice RP opportunities for budding wizards there.
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